Subnautica 2 GAMEPLAY reveal, new creatures, building & more! | Subnautica 2 news
Estimated read time: 1:20
Learn to use AI like a Pro
Get the latest AI workflows to boost your productivity and business performance, delivered weekly by expert consultants. Enjoy step-by-step guides, weekly Q&A sessions, and full access to our AI workflow archive.
Summary
Aci's latest analysis takes us through a captivating devlog of Subnautica 2, providing an engaging sneak peek into the much-anticipated underwater survival adventure. Key highlights include an enhanced scanning system, fascinating genetic upgrades via alien slime, and a revamped building mechanic allowing for customizable base designs. New biomes and creatures add intrigue, while potential multiplayer options excite the community. Despite some concerns about the UI changes and aesthetic alterations in base designs, fans appreciate the transparency and look forward to more updates.
Highlights
The scanning mechanic received a visual upgrade, adding more depth to exploration. ๐
There is a mysterious slime that could alter player genetics for special abilities. ๐งช
Base building now includes customizable structures and possibly electricity management. โก
New diverse biomes and creatures enhance the immersive gameplay experience. ๐
Multiplayer shots show potential for collaborative play, building community excitement. ๐ฎ
Key Takeaways
Subnautica 2's new scanning system is an impressive upgrade with improved visuals. ๐โโ๏ธ
The genetic system hints at unique abilities from alien slime exposure. ๐งฌ
Building mechanics now allow customizable and complex base designs. ๐๏ธ
New biomes like the graveyard and intriguing creatures are introduced. ๐
A potential multiplayer feature teases new cooperative gameplay. ๐ค
Overview
Subnautica fans, hold on to your dive suits! The latest devlog for Subnautica 2 has arrived, packed with exciting updates and revealing gameplay changes. From revamped scanning mechanics to genetic systems promising mysterious new abilities, the underwater journey just got a lot more intriguing. While Aggie, our charismatic guide, battles through a cold, he spills some serious tea on what's cooking beneath the surface.
The world of Subnautica 2 will offer even more ways to survive and thrive in the deep blue. Players can now explore new biomes and encounter creatures like never before. Building your base becomes an adventure of its own, with options for extensive customization and maybe even a bit of electrical engineering. Whether it's figuring out alien slime or adjusting to shifted UI elements, players will have their fins full, making survival a thrilling challenge.
In a surprising twist, hints of multiplayer action have surfaced, suggesting that surviving the depths can be a shared experience. This revelation, combined with the glimpse of a new Leviathan, ensures that excitement levels are peaking in the community. The devs are keen to keep us submerged in anticipation with these transparent updates. Ready your snorkels and stay tuned for more deep dives into what Subnautica 2 has to offer!
Chapters
00:00 - 00:30: Introduction and Devlog Introduction Aggie discusses a newly released devlog from the developers of Subnotica 2, which includes new information and gameplay details for the upcoming game. She suggests watching the original devlog for full details but provides her own insights into what was revealed. Despite being sick, affecting her voice, Aggie summarizes information shared by Anthony, the design lead on Subnotica 2, about their goals for the game, which is a futuristic underwater survival adventure.
00:30 - 01:00: Gameplay and UI Updates The chapter 'Gameplay and UI Updates' covers several aspects of the game's recent changes. First, cave footage from the shallows area is shown, offering insight into the environment. The chapter provides a closer examination of previously seen fish, which appear more menacing in motion. The new scanning mechanism is highlighted, showcasing an enhancement over the original game's system with improved visuals. Additionally, the updated user interface is discussed, with key player stats such as oxygen, health, water, and food now relocated to the top left corner of the screen.
01:30 - 02:00: Genetic System Discussion In the 'Genetic System Discussion' chapter, the narrator expresses confusion about the limited number of hot bar slots, speculating that it might be a feature that can be upgraded as the game progresses. There is skepticism about reducing hot bar space while maintaining the same amount of necessary tools. The chapter then shifts to more intriguing content, as the player is seen scanning a mysterious slime on the floor, suggesting a deeper gameplay element related to the genetic system.
02:00 - 04:00: Building System Enhancements In the 'Building System Enhancements' chapter, the discussion centers around the player's interaction with alien slime, as informed by their PDA. It suggests that the slime might have valuable genetic traits and advises the player to expose and adapt themselves to it. Initially, it was expected that players would need to extract and refine the DNA into a serum, similar to prior game prototypes. However, the updated direction appears to imply that simply using the slime directly can grant the player unique abilities, overturning previous expectations of a complex extraction process.
04:30 - 05:00: Resource Gathering Mechanic The chapter titled 'Resource Gathering Mechanic' discusses various aspects of genetic enhancement strategies within the game's context. It hints at multiple ways to improve genetics, reflecting on player theories and suggestions from the Subnotica 2 community. The narrator invites viewers to join a Discord server for further discussion. Additionally, there's an examination of the new building menu, highlighting intriguing and novel structures like a 'clay style room,' though its utility remains uncertain, inviting speculation and insights from the community.
05:00 - 06:30: Map and Biome Overview The chapter 'Map and Biome Overview' discusses various architectural features and interior elements in a construction game. These features include a nook that can be attached to existing rooms, a half-round room, and more interior pieces similar to a previous game installment, Below Zero. It introduces the concept of placing supports and a super-conductive foundation, suggesting a possible need to wire electricity throughout the base.
06:30 - 07:30: Scanner and Base UI Update The chapter discusses updates to the scanner and base UI, focusing on enhancements in construction flexibility. It highlights the ability to disable snapping, which allows for more creative construction options. The update enables users to completely customize the layout and shape of a base, and provides an example of attaching a cube-shaped room to an existing structure, emphasizing the increased adaptability and creativity facilitated by the new features.
08:00 - 09:00: Multiplayer and New Leviathan The chapter discusses the structure of multiplayer and the introduction of the New Leviathan concept. The base-building aspect has been restructured to adapt more precisely to player's needs, allowing potential changes like ceiling heights by adding more rooms. While these new features offer practical benefits, they also lead to a certain loss of the original charm and iconic feel that existing structures like tubes and corridors from Zomnotica had, even if they were somewhat restrictive. The chapter reflects on the balance between innovation and retaining traditional appeal.
09:30 - 10:00: Devlog Conclusion The narrator critiques a demo version of a game, noting its unappealing 'blocky' appearance but acknowledges that it is just a preliminary display meant to showcase game mechanics. They express hope for future improvements, particularly regarding the aesthetic aspects like softening and rounding block corners. They mention the game's potential for users to create customized bases by defining overall shapes and attaching various room designs to build a cohesive structure.
Subnautica 2 GAMEPLAY reveal, new creatures, building & more! | Subnautica 2 news Transcription
00:00 - 00:30 Hey there, I'm Aggie and we just got a devlog from the Subnotica devs on Subnotica 2 with a ton of new info and gameplay. I recommend you watch the original first, but let's take a look at all the awesome new info we got and what you might have missed. Also, I am sick at the moment, so I'm sorry if my voice sounds a little weird. In this devlog, Anthony, the design lead on Subnotica 2, tells us about their goals for Subnotica 2, a futuristic underwater survival adventure. and we immediately get some
00:30 - 01:00 footage from one of the caves of what I assume is the shallows area. We also get a better look at those fish from the screenshots we looked at last time. And suddenly they don't seem so friendly. We also get to see what scanning will look like, which I really like. It just seems like an upgraded and improved version of the first game's mechanic with better visuals. We can also see the new UI with our oxygen, health, water, and food stats now being in the top left instead of bottom left,
01:00 - 01:30 which I don't mind too much, but uh why do we only have four hot bar slots? What? I'm really confused about this. So, I think either they massively reduce the amount of tools you need to use or this is something that you can upgrade as the game goes on. I really doubt they would just shrink our hot bar and keep the amount of stuff we need to put in there the same. But now we get to the interesting stuff. We see the player scanning some sort of slime on the floor
01:30 - 02:00 with the PDA informing them that the slime may contain useful genetics. It then recommends exposure and adaptation. Now, this is clearly the genetic system they talked about, but here it just sounds like the player is supposed to just touch the slime. I assumed we'd have to extract DNA and refine it into a serum like the old Subnotica prototypes, but this makes it sound like if you just use an alien slime as a face mask, you get special
02:00 - 02:30 powers. Of course, there might be multiple different ways to improve your genetics, but I just think this is kind of odd. No, if you want to share your theories or get my opinions on anything Subnotica 2 related, make sure to join my Discord server. The link is in the description. We then get a look at the building menu. There are a lot of new and interesting buildings we can see here. First, a clay style room. I personally have no clue what that could mean, so if you have any ideas, make
02:30 - 03:00 sure to let me know in the comments. There's also a nook, which seems like something you can attach to an existing room to have some kind of small space with a window hanging off of it. a half round room, which sounds really exciting, and more interior pieces like the ones introduced in Below Zero. There are also supports, which we now have to place ourselves, and a superc conductive foundation. And that makes me think we might actually have to wire electricity throughout our base. I mean, what other
03:00 - 03:30 use could there be for a foundation that conducts electricity other than to power whatever's on it? While they place the pillar, we can also see that there's now an option to disable snapping. Now, I really like this since it will allow us to do a lot more crazy stuff with our bases than before. But after this, it gets even crazier. It seems like we can completely customize the layout and shape of our base. Here, they attach a cube- shaped room to the bottom of the existing
03:30 - 04:00 structure. Of course, it doesn't work because there are pillars in the way, but you get the idea. Now, I have good and bad feelings about this. The tubes and corridors from Zomnotica are iconic, but also a bit restrictive. With this system, we can adapt our base precisely to what we need. Maybe we can even change the ceiling height if we add another room on top. But this also loses some of the charm of the original base system. Even the base in the video looks
04:00 - 04:30 kind of blocky and I don't want to say ugly, but I'm not a fan. Now, of course, this is a preview and they probably just quickly built this to show off the mechanics, but I really hope there will be a way to soften those corners and maybe round them off. From the looks of it, we'll be able to create a very heavily customized base where we first define the overall shape with different rooms that we attach to one another to form one big shape and then we can place
04:30 - 05:00 interior walls and doors inside as we see fit. Completely unrelated to base building, how do they have 0.71 out of five titanium? Uh, the only way I can think of to have this make sense is that they completely revamped the inventory and item system. Instead of collecting individual items, you'd have to mine resources, which slowly fills up a meter. So, while extracting titanium, you get 0.1
05:00 - 05:30 titanium per second, for example. Now, that would actually open up a way for them to more easily balance resource gathering and let you improve your tools and increase harvesting efficiency later in the game, which I think is really cool. And right in the next scene, I spotted a map. This is what the Subnautica 2 map could look like. Of course, you can't really make out much, but it's still cool to see. And it also looks like there's a bunch of open area at the top here. So, maybe we are actually getting the giant open spaces
05:30 - 06:00 that we've been hoping for. Anthony then shows off some ineditor shots of the graveyard biome. Uh that's this one in case you don't remember. And I noticed a biome list at the bottom here. Observatory, graveyard, lead zone, plateaus, and shallows. Now, the last two are biomes from Subnotica 1. So, I think they may just be reusing the names behind the scenes here, but that also means they're probably quite similar to the original biomes. I have absolutely
06:00 - 06:30 no clue what observer could be, though. Let me know if you do. Oh, and remember those fish from the beginning? Yeah, I don't think they're friendly anymore. I do really like this little fellow, though. He's silly. In the same scene, we can see the player using the scanner, and it has some sort of radar or sonar on top. I don't know what it could be looking for, but maybe it shows your nearby resources or creatures, like a mini scanner room. That sounds like a
06:30 - 07:00 logical upgrade to the scanner in my opinion, and I think that's really cool. Of course, it could also show potential scans, so fragments for you to pick up. We then get a shot from inside a base where DA, the community manager, is currently building a corridor. And oh my god, the character is black. Those Twitter bigots are going to lose their minds at this. Okay, seriously. What I'm more interested in though is the bottom left. To me, this looks like a status
07:00 - 07:30 indicator for your base with the amount of reinforcements and how much pressure is on the base. So, I think if this number was lower than this number, maybe the base would start to flood. That's actually a really good thing to know. And then you also have a power indicator around this whole thing to show you how much available energy the base has and how much of it is used. But I think the UI doesn't really seem to fit the rest at all. So maybe
07:30 - 08:00 it's just a placeholder at the moment. We then get some cool multiplayer shots and a close-up look at the tadpole in action before we're shown how you'll repair your vehicle. This looks like it's the exact same as in the original game, but I noticed something in the base in the background. What is that? I genuinely have absolutely no idea. No clue. If you do, please let me know in the comments. I'm really curious, but I'm really glad to see the KeepCom kitty poster is back at least.
08:00 - 08:30 And at the end here, we even get a look at a new Leviathan. And did anyone else immediately think Squid Shark when they saw this? Or is that just me? I had to do a double take when I first saw this because I thought this was actually the Squid Shark model. I do not think we've seen this creature anywhere yet. Unless this is supposed to be the big bad from the trailer, but I think the tentacles are just way too short for that. No. So yeah, I think this might be a new creature. And that was everything in the
08:30 - 09:00 devlog. I'm really glad they're doing these and showing us more of the process of making the game and I can't wait for the next one. If you agree, make sure you go over there and tell them that you like it so they keep doing them. Now, if I missed anything, make sure to let me know. If you enjoyed it, remember to leave a like and as always, I'll see you next time. Good. Bye. [Music]